Total War: WARHAMMER III

Total War: WARHAMMER III

Your New Empire (Reikland)
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Update: 18 May, 2023 @ 9:13am

- Bugfix thanks to a bug spotted by Hanter
- Fixed a bug where Elector Count State Troops units incidents wouldn't trigger
- Added incidents for when an Elector Count secedes as a consequence of the vassalisation dilemma

Update: 17 May, 2023 @ 2:29pm

🚨Your New Empire — Update — Back to Basics🚨
Back to basics on this update! ↩️ I've added a few fun new dilemmas which should make each campaign very different along with a bunch of changes to how the confederation dilemmas work. I've also refined features and removed some which felt like bloat to hopefully make YNE feel more polished and defined.

📝 Patch Notes📝
Dilemmas
The plan here is to add unique dilemma chains for each Empire faction which can eventually end up in confederation depending on the choices you make. For now The Huntsmarshal's Expedition, Marienburg, and Nordland are the only factions with unique starts to the chain. Additionally, the confederation dilemma has changed significantly and become quite complex, full details below::

- Confederation and vassalisation is have now been split into 2 separate dilemmas:
- You can only access the confederation dilemma either by vassalising the faction by the vassalisation dilemma, or by conquering their last settlement.
- In order to get the confederation dilemma the faction has to have been your vassal for between 20 - 30+ turns (random number)
- The vassalisation dilemma won't occur unless you have the Required prestige and Imperial Authority costs that the choice requires
- Choosing vassalisation has a certain chance of the Elector Count seceding in protest to your assertion of direct rule (Middenland has a higher chance of secession).
- The choices you make in each dilemma are permanent so choosing independence means you won't get the dilemma again.
- 10 turn cooldown between confederation / vassalisation dilemmas rather than 5
- Only Reikland has access to the vassalisation and confederation dilemmas.
- Markus Wulfhart has 4 new fun dilemmas including a mechanic to send the expedition to a different location.
- Marienburg & Nordland have 1 new dilemma, your choice here ultimately decides who you get to confederate.
- Reworked the payloads of all previously modified dilemmas such as lowering the Prestige and Imperial Authority costs and adding new effects.
- Added some new dilemma images.

Imperial Authority
- Reworked the levels with new effects and balancing
- Fixed a bug (I think) where Imperial Authority would go above the limit of +15 and then disappear.
- Fixed a bug where the random chance of Fealty decreasing based on Imperial Authority wasn't actually working.
- Removed Imperial Authority-based diplomacy (didn't feel necessaryto negotiate military and defensive alliances with Wulfhart, Volkmar etc.).

Fealty
- The fealty gained / lost from positive / negative relations with Elector Counts has been reduced.

Fealty-based Diplomacy
- You can only declare war on Elector Counts with below 4 fealty.
- Removed join war and military access from the featly-based diplomacy feature.

Grand Army of The Empire
- Raising an army now costs 2 Imperial Authority instead of Prestige. Raising more units still costs Prestige.
- Added some new incidents images.

Elector Count State Troops
- Elector Count units now require 10 fealty, rather than military alliance or vassalage (except for Marienburg).
- Removed graetor's units as it felt outside of YNE's scope.

General Changes
- Redid most of the database and scripts including moving all the empire_politics_script changes into their own independent scripts so there should no longer be incompatibility with other mods editing that script. To that end, the Sylvania submod is no longer required.
- Added dilemma compatibility for graetor's Sylvania mod.
- Renamed the 'Multiple Artillery Barrels' technology to 'Sootson's Techniques', added a new effect to it and changed the technology image.
- Added localisations of most of the text used in UI related features for translation mods (only the prestige EC units stuff still needs doing).
- Removed the landmarks (in preparation for my Landmarks of the Old World mod).
- Removed the Prestige to Imperial Authority mod (rather have it as a standalone mod).
- Removed the Provincial Roads mod (felt out of scope).

Update: 17 May, 2023 @ 1:03pm

update coming soon™

Update: 16 May, 2023 @ 12:20pm

Temporarily reverted to the previous version to get the file to post for those who wanted to finish campaigns with the previous update as I'd lost it the file.

Update: 16 May, 2023 @ 12:19pm

hi!

Update: 15 May, 2023 @ 5:10pm

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Update: 15 May, 2023 @ 4:10pm

reading

Update: 15 May, 2023 @ 4:04pm

you're

Update: 15 May, 2023 @ 2:52pm

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Update: 28 Apr, 2023 @ 5:31pm

- Added Toddy to the thumbnail
- Fixed some minor bugs
- Removed my Military Access Removes Fog mod from YNE until further testing can be done to verify it is stable
- Made the civil war feature disabled by default with MCT
- Made prop joe's Expanded Electoral Machinations and its fealty-based diplomacy changes only appear when his mod is also active. It is still in YNE's mod files, altered to work with the fealty-based diplomacy feature (e.g. military alliance is greyed out unless 8 fealty) but only works if you also have his mod activated which then gets overwritten by the YNE version as I don't want to detract from his great work.